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i have problem with followers and host while playing witch doctors, they dont cast or cast with delay like 1 minute summoners
i have zombie dog and gargur as summoner, in grift they just random cast it, one follower get both ( zombie dog and gargul) second follower get nothing, 3-th follower spawn only zombie dog -_-
profile on solo work fine
same after dead, probally its something about last upgrade db, when they remove spam cast summoners
second question is , how to force bot to cast hex and BBV ? when this skills removed from trinity setings :(
 
in short just while using autofollow, followers forgot to use gargul or zombie dog at start grift or after dead , sometimes they use it with long delay like 2-3 minutes
 
when i put zAutoFollow folder in the plugins folder. It dont do anything.
 
Got it working. How can I make this follow my main account which I want to play by hand?
 
Any chance that we can get a timer for the leader bot to force it to wait before opening a new GRift or is that specifically in the profile for Adventurer?

Currently after a RG kill, the bots will upgrade gems, clear the area of enemies then move around and pickup loot.

After that, the leader townportals and the followers do not townportal out of the GRift. They wait for the leader to close the GRift and force them to town. (I understand why, it's faster to force them into town rather than wait for them to portal).

This is where the problem lies. Once the GRift is closed by the leader, it takes time for the bots to get to town and to start their townrun work. Since the leader was already in town, he is already way ahead of them and completes this process much faster than the followers.

The consequence of this? Follower bots are unable to complete their town run responsibilities.

After enough GRifts, this problem builds up and hey eventually are entering GRifts with nearly full backpacks and/or bloodshards.

My suggestion would be a timer in place after closing a GRift, or once the leader bot is ready to join a new GRift.

If this is an adventurer issue, perhaps a separate AutoFollowGRift profile that we can use that changes this.

The delay only needs to be about 10-15 seconds from my estimation, unless you're setting Trinity to upgrade rares.
 
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Any chance that we can get a timer for the leader bot to force it to wait before opening a new GRift or is that specifically in the profile for Adventurer?

Currently after a RG kill, the bots will upgrade gems, clear the area of enemies then move around and pickup loot.

After that, the leader townportals and the followers do not townportal out of the GRift. They wait for the leader to close the GRift and force them to town. (I understand why, it's faster to force them into town rather than wait for them to portal).

This is where the problem lies. Once the GRift is closed by the leader, it takes time for the bots to get to town and to start their townrun work. Since the leader was already in town, he is already way ahead of them and completes this process much faster than the followers.

The consequence of this? Follower bots are unable to complete their town run responsibilities.

After enough GRifts, this problem builds up and hey eventually are entering GRifts with nearly full backpacks and/or bloodshards.

My suggestion would be a timer in place after closing a GRift, or once the leader bot is ready to join a new GRift.

If this is an adventurer issue, perhaps a separate AutoFollowGRift profile that we can use that changes this.

The delay only needs to be about 10-15 seconds from my estimation, unless you're setting Trinity to upgrade rares.

There is code in adventurer, only activated when beta playground is checked, that does exactly this. It waits 45 seconds, or until your entire party is stacked on the opening stone before opening a new grift allowing your party to finish their townruns. If you don't use the playground on your leader the code is on line 529 ish in RiftCoroutine.cs and you wanted to try that out, change the "TrinityPluginSettings.Settings.Advanced.BetaPlayground" to true.
 
There is code in adventurer, only activated when beta playground is checked, that does exactly this. It waits 45 seconds, or until your entire party is stacked on the opening stone before opening a new grift allowing your party to finish their townruns. If you don't use the playground on your leader the code is on line 529 ish in RiftCoroutine.cs and you wanted to try that out, change the "TrinityPluginSettings.Settings.Advanced.BetaPlayground" to true.

Awesome, I will enable and test.

Thanks!
 
Explain to me exactly what should I change


{
Logger.Info("Party member(s) father than 5 yards away. Waiting " + waittime +
" seconds before opening rift. If party stacks, Starting rift.");
await Coroutine.Wait(TimeSpan.FromSeconds(waittime),
() =>
ZetaDia.Actors.GetActorsOfType<DiaPlayer>(true).Count(u => u.Distance <= 5) >=
ZetaDia.Service.Party.NumPartyMembers);
 
Exactly everything you said without the Guy Fawkes mask!!

Any chance that we can get a timer for the leader bot to force it to wait before opening a new GRift or is that specifically in the profile for Adventurer?

Currently after a RG kill, the bots will upgrade gems, clear the area of enemies then move around and pickup loot.

After that, the leader townportals and the followers do not townportal out of the GRift. They wait for the leader to close the GRift and force them to town. (I understand why, it's faster to force them into town rather than wait for them to portal).

This is where the problem lies. Once the GRift is closed by the leader, it takes time for the bots to get to town and to start their townrun work. Since the leader was already in town, he is already way ahead of them and completes this process much faster than the followers.

The consequence of this? Follower bots are unable to complete their town run responsibilities.

After enough GRifts, this problem builds up and hey eventually are entering GRifts with nearly full backpacks and/or bloodshards.

My suggestion would be a timer in place after closing a GRift, or once the leader bot is ready to join a new GRift.

If this is an adventurer issue, perhaps a separate AutoFollowGRift profile that we can use that changes this.

The delay only needs to be about 10-15 seconds from my estimation, unless you're setting Trinity to upgrade rares.



Yes this and is this plausible with a monk healer leader and 2 lon bombs? Will the Lon bombs be able to function properly?
 
Explain to me exactly what should I change


{
Logger.Info("Party member(s) father than 5 yards away. Waiting " + waittime +
" seconds before opening rift. If party stacks, Starting rift.");
await Coroutine.Wait(TimeSpan.FromSeconds(waittime),
() =>
ZetaDia.Actors.GetActorsOfType<DiaPlayer>(true).Count(u => u.Distance <= 5) >=
ZetaDia.Service.Party.NumPartyMembers);

I have the same question about this, can anyone take a look at it?

Plugins > Trinity > Components > Adventurer > Coroutines > RiftCoroutines > RiftCoroutine.cs

It looks like it's specifically activated by BetaPlayground which was removed from the latest BETAs (I am currently using .229)

Here is line 529 through 558 of RiftCoroutine.cs
Not sure if we can just remove the check for BETA playground and not break Trinity.

Code:
 if (TrinityPluginSettings.Settings.Advanced.BetaPlayground)            
                {
                if (Core.Player.IsInParty &&
                    ZetaDia.Actors.GetActorsOfType<DiaPlayer>(true).Count() < ZetaDia.Service.Party.NumPartyMembers)
                {
                    Logger.Info("Waiting until all party is present.");
                    await Coroutine.Wait(TimeSpan.FromMinutes(60),
                            () =>
                                ZetaDia.Actors.GetActorsOfType<DiaPlayer>(true).Count() >=
                                ZetaDia.Service.Party.NumPartyMembers);
                }


                if (Core.Player.IsInParty && ZetaDia.Service.Party.NumPartyMembers < partysize)
                {
                    Logger.Info("Waiting until we have a party of " + partysize + ".");
                    await Coroutine.Wait(TimeSpan.FromMinutes(60),
                            () => ZetaDia.Service.Party.NumPartyMembers >= partysize || !ZetaDia.IsInGame);
                }


                if (ZetaDia.Actors.GetActorsOfType<DiaPlayer>(true).Count(u => u.Distance >= 5f) <=
                    ZetaDia.Service.Party.NumPartyMembers)
                {
                    Logger.Info("Party member(s) father than 5 yards away. Waiting " + waittime +
                                " seconds before opening rift. If party stacks, Starting rift.");
                    await Coroutine.Wait(TimeSpan.FromSeconds(waittime),
                            () =>
                                ZetaDia.Actors.GetActorsOfType<DiaPlayer>(true).Count(u => u.Distance <= 5) >=
                                ZetaDia.Service.Party.NumPartyMembers);
                }
            }

We would just like the party wait time before starting a new rift to something more than "as soon as the leader is done with town run" like it currently is set. So If we don't get something advanced and integrated into Trinity at least a 20 second wait timer would be appreciated.

It would be best to have it set so that the bot will only open a new GRift when all bots are stacked.

One of the comments in the RiftCoroutine.cs was to add a slider for party size in Trinity BETA playground. This would allow the bot to know how many followers it is waiting for. Some multi-botters are running less than 4 bots so this would be very helpful to have as well.

If someone can at least create a fix that's hardcoded to a number of bots or a specific timer before opening a new GRift, it would help a ton!

Thanks,
TC
 
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If someone can at least create a fix that's hardcoded to a number of bots or a specific timer before opening a new GRift, it would help a ton!

Thanks,
TC

Hello again, I'd like to get this working as well for you as it is for me. You can remove the "if (TrinityPluginSettings.Settings.Advanced.BetaPlayground)" (or change it to true as I suggested in the previous post) and it will work just fine on the latest revision of trinity. The settings are hardcoded directly above this section.

Code:
if (TrinityPluginSettings.Settings.Advanced.BetaPlayground)
 to 
if (true)

Here are the default settings:
Code:
const int waittime = 45;
const int partysize = 3;

Change it to 20 seconds (if you like) and whatever your party size is.

Hope this helps, - Jon
 
Thanks!

I am going to go make some changes and test it out.

Thanks again,
TC

Edit: It works like a charm! Awesome!


For anyone not reading before this:

There is an issue with GRifting multiple bots after the GRift is completed where the leader doesn't let the followers complete their town run before opening a new GRift. It results in large numbers of lost legendaries!
Here is what the bot normally does at the end of a GRift:
  1. Kill the Rift Guardian
  2. Speak to Urshi and upgrade you gems
  3. Run around the area (Probably to clear any lingering enemies or search for loot)
  4. Comes back to the RG item drops and picks them up
  5. Leader teleports to town, followers idle in the GRift
  6. Leader will run repair routine if needed
  7. After repair, Leader will speak to Orek, forcing all follower bots into town
  8. Leader gets a pretty big lead getting all of his town run duties completed
  9. Followers get to town, start town run duties
  10. Leader completes all town run duties and heads to portal to start a new GRift
  11. If your followers had full backpacks, had items to break down AND stash or had to gamble at Kadala, they are not done yet
  12. Leader opens GRift
  13. Followers auto-join GRift with many items and bloodshards left over but they start GRifting anyways

Result:
You will notice after 5-10 GRifts that your followers are starting to leave many items laying around in the GRift without trying to pick them up. This is due to their full backpacks.

Often times you will notice that they will leave bloodshards too because the previous GRift, the leader was too fast and they didn't get to gamble. Once you get into the mid 70 GRifts, this will happen a lot more since you get more shards per GRift.

Example:
I stopped leader so that I had a chance to pickup 2 set items and some legendaries at the end of a GRift. Just so happened that one of the set items was an Ancient Shenlong fist that was an upgrade for me.

The following changes will fix this issue for you.

Here is where you will find the RiftCoroutine.cs
  • Plugins > Trinity > Components > Adventurer > Coroutines > RiftCoroutines > RiftCoroutine.cs

Change line 525 - 530 from this...
Code:
            _riftStartTime = DateTime.UtcNow;
            const int waittime = [B][COLOR=#ff0000][SIZE=3]45[/SIZE][/COLOR][/B];
            const int partysize = [B][SIZE=3][COLOR=#ff0000]3[/COLOR][/SIZE][/B]; // ToDo: Add slider for party size under beta playground checkbox


            if ([B][SIZE=3][COLOR=#ff0000]TrinityPluginSettings.Settings.Advanced.BetaPlayground[/COLOR][/SIZE][/B])
            {
...to this...
Code:
            _riftStartTime = DateTime.UtcNow;
            const int waittime = [COLOR=#0000ff][SIZE=3][B]20[/B][/SIZE][/COLOR];
            const int partysize = [COLOR=#0000ff][SIZE=3][B]4[/B][/SIZE][/COLOR]; // ToDo: Add slider for party size under beta playground checkbox


            if ([COLOR=#0000ff][SIZE=3][B]true[/B][/SIZE][/COLOR])
            {

The 45 changes to a 20 because it changes the wait time. I don't want it waiting 45 seconds.
  • Set this timer to whatever you want.

The 3 changes to a 4 because it represents the number of party members that I have.
  • I have 4 bots, so I set it to 4. This includes your leader. 1 Leader + 3 followers = 4 bots.
  • If you have 3 bots, set it to 3.
  • If you have 2 bots, set it to 2.

The TrinityPluginSettings.Settings.Advanced.BetaPlayground changes to true because we want this feature ACTIVATED all the time.
  • Since Phelon's Beta Playground was removed, the check box to turn this feature on is gone. This is how you make it work again.

Result: The Leader will complete his town run and wait at the GRift portal until all of your bots stack at the portal!

I am using:
 
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Always got this message : [AutoFollow.Behaviors][<OutOfGameTask>d__21] Waiting for bots to connect...
[AutoFollow.Networking][Client] Lost Connection to server... any idea how to fix that?

Edit: Iam using 2 Bots on 1 Computer. In settings its localhost but its not working still get the same error
 
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Always got this message : [AutoFollow.Behaviors][<OutOfGameTask>d__21] Waiting for bots to connect...
[AutoFollow.Networking][Client] Lost Connection to server... any idea how to fix that?

Edit: Iam using 2 Bots on 1 Computer. In settings its localhost but its not working still get the same error

I was running my 3 bots fine. Then i added a 4th bot earlier today and it was running fine. Now im getting this same message as well. Any fixes?

EDIT --- i changed the server / client side in autofollow settings back and forth a couple times, seemed to fix it, followers are all on client and leader is on server.
 
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Just exactly what I was looking for as my followers were not picking up stuff as they did not have time to sell, salvage, identify, repair, spend blood shards etc before the leader started a new rift!
Thank you guys for the info and I switched mine to 30, 4 and true.

Thank you

BRADLEY68 :-)
 
Anyone encountering the issue that the followers do not return to town to their their town run [For GRift]?

In normal rift runs, it follows the leader back for town run.

For GRift, it doesn't follow.

This issue started from 2.4.2 update.
 
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